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Aplicaciones

117 archivos

  1. DinoTem Editor 19

    DinoTem Editor es un completo editor de equipos, jugadores, entrenadores, competiciones, estadios, balones, botas, guantes y demás para el Pro Evolution Soccer 2019 de Konami en su versión para PC.
    Supported Platforms
    PC
    General Features
    Edit the file .bin:
    - Player.bin - PlayerAssignement.bin - PlayerAppareance.bin - Team.bin - Country.bin - Tactics.bin - TacticsFormation.bin - Ball.bin - BallCondition.bin - Stadium.bin - CompetitionRegulation.bin - CompetitionEntry.bin - Coach.bin - Competition.bin - CompetitionKind.bin - Derby.bin - StadiumOrder.bin - StadiumOrderInConfederation.bin - Boots.bin - Glove.bin Player's editor
    - Name - Shirt name - Japanese name - Nationality - 2nd Nationality - Player styles - Age - Height and weight - Stronger foot - Form, we acc/usage and injury res - Hidden player - Positions - Stats - Skills - COM playing styles - Player's motions - Stats adjustments - Remove Fake ID - Change skin colour - Star player indicator - Youth club - Boots relink - Gloves relink Team's editor
    - Names ( 15 languages supported ) - Short name - Country - Fake team - Non playable league - License - Coach license - Team's stadium - Has Licensed Players - Anthem Standing Style - Anthem Players Singing - Anthem Standing Angle - Has Anthem - Derby's relink Team's transfers editor
    - Transfer players (with Drag&Drop Function) - Search players by name - Change player's number in team - Change player's name in team - Change player's shirt name in team Drag&Drop function
    - Transfer player between teams - Transfer player from all player's list - Remove player in formation - Move player in formation Team's formation editor
    - Change formations (Custom, Offensive and Defensive) - Changing formations quickly by selecting the module - Change player's position - Change player's position in the pitch with a click - Change kickers - Change tactics (Build up, defensive style...) Ball's editor
    - Name - Order Coach's editor
    - Name - Nationality - License id Stadium's editor
    - Name - Japanese Name - Konami Name - Capacity - Country - Zone - License - Paste from database Glove's editor
    - Name - Color - Order Boot's editor
    - Name - Color - Material - Order Competition's editor
    - Competition Study - Relink league Export/Import function
    - Players + teams [CSV] - Teams [CSV] - Players [CSV] - Balls [CSV] - PlayerAppareance [CSV] - Ball Condition [CSV] - Export player - Import player (PES 2019 only) - Export playerAppareance - Import playerAppareance (PES 2018 only / Dino Editor) Database
    - Stadium: [PES 14/PES 15/PES 16] Stadium Name, Hex, Home Stadium, Real Name, DLC Global Functions
    - Change all player's names in upper/lower/first up format - Change all teams's names in upper/lower/first up format Extra Features
    - Compatible with all DLC's - All bootspack are supported - All ballspack are supported - All stadiumspack are supported - Add new gloves, balls, boots, coaches, stadiums, derby, players, teams by Smeagol75 & Lagun-2.
  2. PES 2019 Editor

    This tool works to edit stats for PES 2019 PC. This version works for Data files: DT10.cpk (DT36.cpk PlayerAppearances.bin) decompressed (don't need decompress each file .bin) and EDIT file.
    Use Edit mode:
    Load Player.bin and PlayerAppearance.bin (it's recommended). If you want add a player to Edit file, you must check "In Edit". Pending: Competitions Entry. This tool edits:
    Players. Transfers. Teams. Formations. Uniforms (only EDIT files). Competition entry. Coach. Stadium. Global Functions. Correct fake names: Players, Teams, Coachs (CSV files). Replace repeated players. Import/Export in CSV files. Players. Teams. Coachs. Player assignments (DT mode) or rosters (EDIT mode). Formations. Uniforms (EDIT mode). Selected player or player + appearance. All players from a team or player + appearance (Only export). Selected team. Formation from selected team. Roster from selected team. Notes
    This tool is in English, Spanish, Italian and Portuguese. If you want add another language in other version, please translate the file ENG.txt and share it. If you import new teams in Teams.bin, the game can't create EDIT file. You'll need create EDIT file with the new teams manually or importing in EDIT file too. The CSV files can be separated by comma, semicolon or tabulation, but must be *.csv. The CSV files must be UNICODE or UTF-8 to get special characters. In EDIT mode, can't create players with any Id. It must be higher than 2147483648 (0x80000000). To import the order don't matter, but the headers do. You can't change them. Before use this tool, make a backup. It's necessary have all files:
    Player.bin Coach.bin PlayerAssignment.bin Team.bin Competition.bin CompetitionEntry.bin CompetitionRegulation.bin Stadium.bin Tactics.bin TacticsFormation.bin PlayerAppearance.bin (default in common\character0\model\character\appearance\) Thanks to Zlac for encrypter19 and decrypter19 files.
    by ejogc327.
  3. DKZ Studio

    DKZ Studio es una completa aplicación para Windows que nos permite editar muchos de los aspectos de los juegos Pro Evolution Soccer (PES) y Winning Eleven (la versión japonesa) de Konami.

    Readme de la versión 0.92b

    Build 30/03/2006
    ============================================================
    Programa Principal
    ============================================================
    Lo nuevo:
    ---------
    * Añadido soporte Juliet para imágenes (es configurable).
    * Añadido soporte para imágenes MDF (Alcohol 100%).
    * Añadidas etiquetas especiales para las carpetas contenidas en parches.
    - %MY_DOCUMENTS%
    - %DESKTOP%
    - %PROGRAM_FILES%
    * Añadido un botón personal para estilo XP, se han quitado los controles btnplus1.ocx y Fraplus1.ocx.
    * Nuevo formato para los archivos de idiomas, ahora pueden contener IDs.
    Updates:
    ----------------
    * Si una carpeta AFS no contiene descriptores en un parche DKZ, esta será tratada como un archivo más, a la hora de aplicar simplemente se extraerá.
    * Carga directa para todos los formatos de archivo soportados.
    Errores:
    --------
    * Arreglado el fallo al actualizar la cabecera de la imagen ISO.
    ============================================================
    DataBase Editor
    ============================================================
    Lo nuevo:
    ---------
    * Añadida edición de Pelo.
    - Estilo (se edita tal y como lo hace el editor interno del juego).
    - Color del pelo.
    - Gorra.
    - Barba.
    - Gafas de sol.
    * Añadido soporte para Microsoft DAO (requiere dao360.dll), para generar archivos Microsot Access (*.MDB).
    - Exporta/Importa la base de datos completa.
    - Puedes seleccionar cualquier valor para exportar/importar, por ejemplo, Nombre, camiseta, Cara, Pelo, etc...
    - Posibilidad de exportar/importar jugadores/equipos/estadios(solo nombre).
    - Puedes crear nuevas bases de datos MDB vacias.
    * Añadido soporte para Microsoft Excel.
    - Por el momento solo exporta plantillas con las habilidades y la media.
    * Añadida posibilidad de seleccionar el AFS que cargará el juego para los cánticos.
    Updates:
    --------
    * Actualizada la edición del cuerpo (se edita tal y como lo hace el editor interno del juego).
    * Actualizado el archivo de configuración XML para arreglar un cuelgue en XBOX (no testeado).
    * Actualizada el modo de recarga para las ventanas, ahora no las reinicia y se mantienen como estaban.
    Errores:
    --------
    * Arreglados los valores de Mandíbula y largo que estaban intercambiados.
    * Arreglado el cuelgue del programa al seleccionar/quitar algunas flechas de ataque en formaciones.
    ============================================================
    STR Editor
    ============================================================
    Lo nuevo:
    ---------
    * [Búsqueda] Añadida una nueva barra tipo Firefox con opciones.
    ============================================================
    AdBoard Editor
    ============================================================
    Lo nuevo:
    ---------
    * Añadido soporte para Vallas que no contienen todos los BMP.
    ============================================================
    Zlib Editor
    ============================================================
    Errores:
    --------
    * Arreglado lo de Importar todos los archivos.
    ============================================================
    AFS Ripper
    ============================================================
    Errores:
    --------
    * Arreglado un error cuando se va a reconstruir el AFS ripeado.
    ============================================================
    PSS Player
    ============================================================
    Lo nuevo:
    ---------
    * Añadido soporte para los archivos de Video OPMOV de Pes5 PC.
    * Añadido el Tiempo transcurrido/total y una barra de desplazamiento (no funciona en archivos PSS).
    ============================================================
    DSL Editor
    ============================================================
    Lo nuevo:
    ---------
    * Añadidio el botón "Guardar como..."
    * Añadida compatibilidad para los nuevos formatos de archivos DSL (mantiene compatibilidad con antiguos).
    * Añadida carga directa cuando hacemos doble-click en un archivo DSL.
    Errores:
    --------
    * Arreglado el cuelgue del programa cuando se hace click en el botón "Siguiente" y solo hay 1 Item.
    abScroll (c) 2004-2006
    Ve a https://www.dekazeta.net para soporte y ayuda.
  4. PES 2021 Editor

    Editor para el Pro Evolution Soccer 2021 Season Update que permite modificar las estadísticas de los jugadores a través del archivo EDIT00000000.
    Compatible con:
    PES 2021 PES 2020 PES 2019 PES 2018 PES 2017
    Notes:
    If you import new teams in Teams.bin, the game can't create EDIT file. You'll need create EDIT file with the new teams manually or importing in EDIT file too. The CSV files can be separated by semicolon or tabulation, but must be *.csv. The CSV files must be UNICODE or UTF-8 to get special characters. In EDIT mode, can't create players with any Id. It must be higher than 2147483648 (0x80000000). The Overall values for the players are different. I use my own formula to calculate them. To import the order don't matter, but the headers do. You can't change them. Esta versión funciona con:
    Bin files: DT10.cpk (DT36.cpk PlayerAppearances.bin) descomprimidos (no es necesario descomprimir cada archivo .bin). by Ejofc327.
  5. PES File Data Explorer 2019

    Author: By Devil Cold52
    non-profit devoloper
    -------------------------------------------------------------------------------
    FEATURES
    Supports PES format : .cpk .lua .ftex .xml .awb .dds .str .png .json .bin Zlib & unzlib Works with PC Import, export image (png,bmp,jpg,dds) Convert, resize image Str editor, Search, import, export to txt and export All block(s) to folder as txt Export audio hca from awb Export audio mp3 from awb Export audio adx from awb Playing audio from awb Hex Editor Save Editor (UNIFORM00000000,UNIFORMLOW00000192 etc) CPK explorer, import, export file, import All from folder, export All to folder --------------------------------------------------------------------------------
    HOW TO USE?
    Open the program then click 'Open' button. After editing Files , do not forget to apply it. To save the cpk click to Save or Save As Button --------------------------------------------------------------------------------
    THANKS TO:
    CRI Middleware co.ltd.|Be.hexbox Unknown (company)|FreeImage|mike krueger,john Reilly|Dino Chiesa|Mark Heath|Mustafa U.|abdul11akbel|www.iconarchive.com|Atvaark|Facemaker Tunizizou|And All unknown maker.
  6. PES 2020 PS4 Editor (.TED Editor)

    An Editor for use in Microsoft Excel to edit an exported decrypted .TED file from the PS4/PC version of the game.
    This is the BETA version of the Editor.
    INSTRUCTIONS
    Export .TED file from PS4 version of the game Decrypt file using PES 2020 Encrypt/Decrypt Tool by Panos. Open Editor in Microsoft Excel, Click Start Editing Load decrypted .TED file Edit When finished editing, Click Save .TED file Encrypt file Add any Images you've added in to your WEPES folder Import back in to game
    Ability to edit:
    Team Details (ID, Name, Abbreviation, Emblem, Banners, Rival Clubs, Team Colours, Media Room details) Stadium Details Kit Editing Player Editing; all player attributes, PES2019 player import is active and will require testing Remember it's a BETA, report any issues in the thread or via private message.
    Thanks to @-Panos- @Fatih Kuyucak @geniowe2002 @vialli82
    Notes:
    Stadium editing; you can only assign certain stadiums to certain teams (by continent), it'll be trial and error to start with. Licensing; you CAN NOT overwrite Licensed Team Names, kits, emblems etc. PES2019 importing; real faces of players that are not in PES2020 will not appear as these are no longer in the core game files. Player editing; When editing a player be sure to click the 'SELECT ALL' button in the editing flags section or your changes will not appear in game. by SMcCutcheon.
  7. PES 2020 Encrypt / Decrypt Tool

    This program encrypts and decrypts PES 2020 .ted files.
    by Panos.
  8. PS4 PES 2019 Editor

    * change player names and shirt names for PS4 ideal for changing National Team Player Names – which I’ve provided HERE
     
    INSTRUCTIONS
    Export .ted file from game on to USB Decrypt using Panos’ tool HERE Open Editor in Excel, Enable Macros Click "LOAD PS4 .TED FILE" and load your decrypted .ted Editing Notes
    Select player from list and always click the "CLICK TO EDIT PLAYER" before beginning editing the player. The 'RESET PLAYER' button will take you to the last saved version of that player. Click the 'SAVE PLAYER' button to save changes before moving to another player. Editing the Team & Coach Details works in the same way. Do not alter Player IDs at the moment. Always stick to PES values, do not input extreme values e.g. 101 for Attacking Prowess. When finishing editing always click the 'SAVE PS4 .TED FILE' button. (No longer any need to use HxD or any other Hex Editor, the saves will be saved directly to the file you loaded). Encrypt with Panos's tool Load back into game via USB Known Issue
    I have found when trying to select a certain player sometimes you can't always select it in the normal way from the list, to override this issue simply click higher up the list and drag down to the desired player. Appears to be an Excel issue
    Thanks to @maflores and @patusoy for assisting with the Beta Testing
  9. PES 2019 Player Editor

    This tool allows you to edit players from the PES 2019 database.
    Instructions:
    1) Extract dt10_x64.cpk
    2) Copy common folder
    3) Paste folder PES 2019 Player Editor / Data 
    4) Run PES 2019 Player Editor
    5) Edit Player & Click Apply button
    6) Click Save File 
    Requirements:
    - .Net Framework 4.5
     
    by Fatih Kuyucak.
  10. DpFileList Generator (PES 2021 PC)

    A simple tool to organize your CPK File. With this tool you can organize and add many cpk file to your eFootball PES 2021 Season Update game.

    Features
    Generate automatically DpFileList.bin with maximum of 64 CPKs Select needed cpk-files Sort selected cpk-Files via Drag&Drop Read already existing DpFileList.bin Updated GUI by MjTs-140914.
  11. Evo Editor (PES 2020 PC)

    This tool modify the pc database of PES 2020 PC.
    Features:
    Edit Players(names/stats/motion etc...) Changelog:
    Compatible with full DB Fix hidden taskbar when tool is fullscreen Fix missing "schwa" in special chars Add boots & gloves previews NEW ! Enable national team caps & market value NEW ! Enable import/export player (only pes2020 for now) NEW ! Enable editing player ID NEW ! To Do List :
    Assign players per team ✗ Transfers players between team ✗ Create Player to DB ✗ Import/Export players ✓ Enable editing "NATIONAL TEAM CAPS" and "MARKET VALUE" ✓ Enable boots & gloves relink ✓
    How to use correctly the tool?
    before doing anything make backup for your files !
    Default Database:
    Open the tool and open the folder "pesdb" in "Files\CPK\common\etc" Wait for tool to load files Click player button Choose player and do your modifications Save player by clicking "APPLY" Modified Database:
    Export your modified ".bin" files and put them in "Files\CPK\common\etc\pesdb" Note : Some bins not in that path like : PlayerAppearnce.bin/Bootlist.bin/GloveList.bin. Make sure u UNZLIBED ".bin" files ! Do the "Default Database" steps ! Notes: 
    Do not click other buttons only "PLAYERS" for now! Always check for zlibbed files that you need to unzlib Use only minifaces from pes 2019 cause pes 2020 ones can't read for now or u just update the 2020 ones with new dds similair to pes 2019 ones ! To Do List:
    Assign players per team ✗ Transfers players between team ✗ Import/Export players ✗ Enable editing "NATIONAL TEAM CAPS" and "MARKET VALUE" ✗ Enable boots & gloves relink ✓ Tool Tips
    The tool Support special chars in player names You can import miniface for player that did not have one Don't missing any editing things that are related like if you add "LOAN FROM CLUB ID" you need to add "LOAN EXPIRY DATE" too etc... For date fields use this "day/month/year" You can see your ".bin" logs in "Settings" folder After finishing editing you just repack folder "CPK" into ".cpk" file and link it to game to see modifications This tool edit the database so if you have Edit.bin and want to see modifications DELETE IT ! "CLASSIC PLAYER" means "HIDDEN PLAYER" in ML The tool support full screen or window mode by MFZ69.
  12. PS4 .ted Encrypt/Decrypt tool

    So with this one you can decrypt ps4 .ted files from PES2019, edit them and them encrypt them back for importing.
    Just tick the box if you want to encrypt files and then click the button to open them, leave the box unticked if you want to decrypt them.
     
    by -Panos-.
  13. PES 2019 Kit Studio

    Features from older versions:
    Supports only PC files – console files are NOT supported directly (use multi-converter to convert your files from/to console formats) kits per team configuration kit types – normal, GK, CL (still available to choose, but won’t work in-game, due to removal of licensed Champions League mode) kit icons kit colors (for kit selection menu, etc.) add/remove kits to team (up to 10 kits per team) conversion of unlicensed team entries to licensed (to enable CL kits) ability to delete unwanted unlicensed team entries (e.g. duplicated teams) ability to add new team entries (e.g. for extra teams that you already created by yourself in Team.bin) ability to delete licensed team entries via popup menu saved .bin files are always zlib-compressed improved team filtering by name – filter boxes now accept all characters (interpunction, characters with umlauts, carets, etc.) filters accept team Id’s and team names hex color-codes displayed in color pickers export/import of individual licensed team entries via popup menu mass csv export/import for all teams colored mini-kit icons preview (based on PES 2015 kit icons – may not be 100% accurate for PES 2019) ability to unlicense licensed team entries (two options – unlicensing of the unicolor entry only or unlicensing in both unicolor.bin and team.bin file) via pop-up menu realUni .bin config files editing synchronization of kit references between UniColor.bin and EDIT00000000 (from Unicolor to EDIT only) – semi-experimental option that may (or may not) solve the problems that appear when changes to kit distribution in UniColor do not show in-game because the game (i.e. community patches) is already using EDIT00000000 file with different kit distribution. ability to delete kits stored in EDIT00000000, that were created in Edit mode (two options – deletion of all edit mode kits per individual licensed team (on ‘Licensed UniColor entries’ tab) and global deletion of each and every edit mode kit available (on ‘Misc’ tab)) – another semi-experimental feature which may or may not solve the problems that appear because data in UniColor and EDIT00000000 are not ideally synchronized. New features in 2019 version:
    Completely reworked Open/Save files work-flow – see the subsequent “Really, really, read me carefully” section ;) Fully automated UniformParameter.bin file handling On File > Open, all kit config .bin files are automatically extracted from UniformParameter.bin On File > Save, but only if you had modified at least one kit config .bin file, all the kit config .bin files are automatically re-built into a new UniformParameter.bin Kits preview option – enabled again, .ftex format is not an obstacle any more zoom in/out slider added Kits config options Several parameters are more accurate than before – Chest number X position, all X positions of sleeve patches (thanks to @shawminator and the 2019 beta-test crew: @Hawke, @mota10, @Lucas RK, @Cesc Fabregas) Several sleeve patch presets for the most common kit brands (Nike, Adidas, …) added – faster sleeve patches initial setting (thanks @mota10) All the unknown values are now also available for experimenting (thanks to @shawminator) “Import” button added – overwrites currently active kit config file with the contents of another kit config file Really, really, read me carefully … yes, even you, grizzled veteran!
    New Open/Save work-flow
    – Opening procedure has been simplified, so that you are not required to select many files manually every time you hit File > Open – Kit Studio now opens all the necessary files (Team.bin, Team4.bin, UniColor.bin, UniformParameter.bin, EDIT00000000) automatically when selecting File > Open, but it expects those files to be in certain locations – BEFORE you even consider selecting File > Open, go to File > Settings… and select so called Global Root folder – the folder which contains all extracted files and folders that Kit Studio needs
    When saving, you won’t be asked anything – files that need to be saved will automatically be saved in their appropriate locations, zlibbed as usual, but using their ORIGINAL names (Team.bin, UniColor.bin, EDIT00000000 etc. – no more zlib_Team.bin etc. that have to be renamed manually)
    – Pay attention to the location of EDIT00000000 file – see the image above! Why are initial kit config bins optional?
    – Kit config bins will be automatically extracted from UniformParameter.bin every time you open files with Kit Studio and will be placed in their proper locations (teamID subfolders under the common/character0/model/character/uniform/team folder in your global root folder). – So why would anyone still want to extract them manually from .cpk files? Because Konami sometimes does not include all externally available kit config .bins in UniformParameter.bin file – you might actually miss some config .bins What files do I need to use …
    For compatibility with the game which does not use data packs:
    – Team.bin and Team4.bin from dt10_x64.cpk (common/etc/pesdb) – UniColor.bin and UniformParameter.bin from dt34_g4.cpk (common/character0/model/character/uniform/team) – [OPTIONAL] all kit config .bin files from dt34_g4.cpk (contents of every teamID and referee subfolder from common/character0/model/character/uniform/team) – [OPTIONAL] all kit textures .ftex files from dt34_g4.cpk (Asset/model/character/uniform/texture/#windx11) – EDIT00000000 file – from your current patch, private edits, etc. – go to edit mode and let the game create one, if there isn’t any in your mydocs\save folder For compatibility with the game which uses Data pack 1 (with DP1 fix):
    – Team.bin and Team4.bin from dt80_100E_x64.cpk (common/etc/pesdb) – Unicolor.bin and UniformParameter.bin from dt80_101E_x64.cpk (common/character0/model/character/uniform/team) – [OPTIONAL] all kit config .bin files from a) dt34_g4.cpk (contents of every teamID and referee subfolder from common/character0/model/character/uniform/team), then overwrite with
    b) dt80_100E_x64.cpk (contents of every teamID and referee subfolder from common/character0/model/character/uniform/team)
    b) dt80_101E_x64.cpk (contents of every teamID and referee subfolder from common/character0/model/character/uniform/team)
    – [OPTIONAL] all kit textures .ftex files from a) dt34_g4.cpk (Asset/model/character/uniform/texture/#windx11), then overwrite with
    b) dt80_100E_x64.cpk (Asset/model/character/uniform/texture/#windx11), then overwrite with
    c) dt80_101E_x64.cpk (Asset/model/character/uniform/texture/#windx11), then overwrite with
    – EDIT00000000 file – from your current patch, private edits, etc. – go to edit mode and let the game create one, if there isn’t any in your mydocs\save folder
    CSV Export/Import F.A.Q. – PLEASE, READ CAREFULLY BEFORE COMPLAINING!
    Data import rules, in case you want to edit exported csv contents by yourself before importing it to another UniColor file:
    1. If you want to change Team IDs or add new lines with completely new Team IDs, make sure that teams with changed/new IDs already exist in your Team.bin/Team4.bin files. It is not allowed to import unicolor entries for non-existing teams (a.k.a. Ghosts).
    2. Certain data must be written in hex (see header line) – kit type and RGB color codes. Other data is either required as text (team names) or decimal numbers (everything else).
    3. Team names in csv are completely irrelevant when importing – they are displayed in csv only as a convenience and are ignored during import. Accurate Team IDs are important.
    4. You cannot have more than 10 entries per team (limitation imposed by Konami).
    5. It is allowed to have less than 10 entries per team in csv when importing – import routines will automatically generate missing entries as ‘Unused’ slots with white kits
    6. To avoid data corruption in UniColor.bin, contents of csv file are being thoroughly validated before any actual import takes place – any irregularity in your csv will result in cancelled import. Log file with all identified irregularities will be generated. You need to fix all irregularities before trying to import again.
    7. Csv files must use semi-colon character ( ; ) as a separator – sorry Yanks, I won’t support other characters :) Notepad is your friend – CTRL+H -> Replace All instances of , with ; and save using UTF-8 encoding.
    8. Always save csv file using UTF-8 text encoding.
    Re- Ghost team entries:
    As usual, Konami has left many ghost team entries in default UniColor.bin – teams that exist only in UniColor.bin file. It is advisable to delete such entries by yourself – either before exporting to csv or later in exported csv file. Trying to import csv data that contains references to those teams may cause failures during import – so you’ll end-up deleting them in csv file sooner or later anyway.
    Q: How does Export work?
    A: Simple – you choose file name and full contents of your UniColor.bin will be exported to a single .csv file
    Q: Is it possible to perform partial export?
    A: No. Full export only. Use any spreadsheet software capable of csv editing to delete or filter-out unwanted entries from exported csv file.
    Q: IMPORTANT: What’s the difference between Full and Partial import?
    A:
    – Full import deletes (drops) all the current contents of your UniColor.bin and effectively performs import from csv file into a blank UniColor.bin – you’ll end-up with UniColor.bin having only entries from csv file you used for import. Use with caution!
    – Partial import doesn’t discard existing contents of your UniColor.bin file – it uses existing UniColor content as a baseline to:
    a) update team entries with data from csv – for teams that already exist in your UniColor.bin, or
    b) add new team entries with data from csv – for teams that do not exist in your UniColor.bin yet (but they MUST exist in your Team.bin-Team6.bin files)
    Q: Is there a GUI option to select which teams are going to be imported during Partial import?
    A: No. Partiality of import is governed by csv content. Import routines (either Partial or Full) always import entire contents of selected csv file – it is up to you to decide how many teams you want to keep in csv file used for importing.
    Q: So, how do I import csv data for just a few teams?
    A: Use spreadsheet editing software to create new csv file that contains only entries for teams you wish to update. Then perform Partial import using your new csv file.
    Q: I keep getting the message box saying that “Import is cancelled because CSV file contains invalid data.” – What should I do?
    A: Inspect thoroughly csvimporterrors_log.txt file that will be created alongside Kit Studio.exe. You must fix all errors reported in log file to be able to import from your csv.
    Requirements:
    .Net Framework 4.0
    Thanks:
    To all evo-webbers who actively participated in discussions related to PES 2015 kit relinking, CL kits, etc.
    Special thanks goes to @Горан for his unicolor hex-map and to @*aLe for csv beta-testing
    Special thanks also goes to @GOAL for his KitManager 2016 – reverse-engineering of the modifications that his tool makes in realUni .bin files made it possible to create kit configurator in KitStudio 2017 and 2018
    @shawminator and 2019 test crew (@Hawke, @mota10, @Lucas RK, @Cesc Fabregas)
    Happy editing :)
  14. PES Ftex Converter

    Features:
    Convert ftex to dds Convert dds to ftex Support PES 2019 ftex version. by Devil Cold52.
  15. PES 2018 DpFileList Editor (PC / Xbox 360 / PS3)

    PES 2018 DpFileList Editor is a simple tool to organize your CPK File. With this tool you can organize and add many cpk file to your Pro Evolution Soccer 2018 game and also you can add many mods as you want !
    PES 2018 DpFileList Editor by CgM2k7 also works with PC, PS3 and also XBOX 360.

    Features:
    - Generate automatically DpFileList.bin
    - Select needed cpk-files
    - Sort selected cpk-Files via Drag&Drop
    - Easy to use
    - Support PS3, XBOX 360 and PC.
    - Offline support, no need internet to use !
  16. PES 2021 Edit ID Finder

    PES 2021 Edit ID Finder is a tool to show player attributes like:
    Player ID Player Name Nationality Shirt Name Commentary ID
    Note: Tool is using JavaScript Obfuscator Tool to protect the code from being stolen. If your antivirus detect the file, it's false detection.
    by Devil Cold52.
  17. PES File Explorer 2018 (PES 2018)

    PES File Explorer is a very useful tool from Devil Cold52, with this amazing tool you can do much action for Pro Evolution Soccer 2018 game.
    Features:
    Supports PES2018 format : .cpk .lua .ftex .xml .awb .dds .str .png .json .bin Zlib & unzlib Works with PC Import, export image (png,bmp,jpg,dds) Convert, resize image Str editor, Search, import, export to txt and export All block(s) to folder as txt Export audio hca from awb Export audio wav from awb Playing audio from awb Hex Editor Save Editor (UNIFORM00000000,UNIFORMLOW00000192 etc) CPK explorer, import, export file, export All to folder How to Use:
    Open the program then click 'Open' button. After editing Files , do not forget to apply it. To save the cpk click to Save or Save As Button by Devil Cold52.



  18. PES 2021 Ftex Converter

    You can convert ftex to dds to dds to ftex with this program. tek yapman˝z gereken dosyalar˝n˝ programda yer alan  all you have to do is drop the files on the ftex or dds panel in the program.
    This program does not convert DX10 formats to other formats dxt5 dxt1 etc ... it just extracts the dds inside the ftex files.

    Usage (convert from FTEX to DDS)
    Open the Program. Drag and drop the ftex file onto the FTEX panel. will be created dds in the where the ftex  is located. Usage (convert from DDS to FTEX)
    Open the Program. Select your ftex version found at the top of the program. Drag and drop the dds file onto the DDS panel. will be created ftex in the where the dds is located. by Devil Cold52.
  19. PES 2021 Cheat Table

    Cheat Table for eFootball eFootball PES 2021 Season Update.
    Features
    Edit Focus Points in BAL Mode Edit Club Budget Transfer Budget Salary Budget Edit Player: Age Stronger Foot Positions Abilities Team Role Contract And other misc stuff Gameplay: Match Time Unlimited Stamina

    How to use in Master League Game Mode
    Activate Edit Player script In Game enter My Team Info -> Squad List -> Hover player you want to edit How to edit your player in Become a Legend Game Mode
    Activate Edit Player script In Game enter Game Menu -> My Data How to Edit player in other team (same in both game modes)
    Activate Edit Player Script In Game enter Database -> Team Info -> Pick Team -> Squad List -> Hover Player you want to edit How to edit Transfer/Salary Budget
    Activate Edit Club Budget In game go to "Team Management" -> "Negotiations" Edit values in Cheat Engine by xAranaktu.
  20. PES 2021 Settings (PC)

    PES 2021 Settings es una aplicación oficial proveniente de la versión retail de Steam para PC, que analiza nuestro PC para ver si puede ejecutar correctamente Pro Evolution Soccer 2021 Season Update.

    Además, con la aplicación podemos realizar ciertos ajustes del juego, como ajustar la tasa de fPS, activar o desactivar el HDR, Vsync o cambiar los controles, entre otras cosas.
  21. PS4 to PC/PC to PS4 .ted Converter

    Tool to convert PC .ted files to PS4 .ted files and vice versa.
    Export .ted file from game Decrypt using Panos' tool HERE Open Converter in Excel, Enable Macros Click "IMPORT PS4 OR PC .ted FILE" and load your chosen decrypted .ted Click "Copy to HxD" on the chosen type of file you want to convert to. Paste to a New HxD file and Save with the '.ted' extension Encrypt with Panos's tool Load back into game by SMcCutcheon.
  22. Sider (PES 2019 PC)

    The "LiveCPK" feature makes it possible to replace game content at run-time with content from files stored on disk, instead of having to pack everything into CPK-archives. (This feature is similar to Kitserver's AFS2FS and to FileLoader for earler versions of PES).
    If you know a little bit how to program, you can write your own game logic using Sider's scripting engine, which uses Lua. This requires some reading and understanding of how the game works, but it's really not that hard ;-) See scripting.txt - for detailed documentation on that.
    HOW TO USE:
    -----------
    Run sider.exe, it will open a small window, which you can minimize if you want, but do not close it. Run the game. Sider should automatically attach to the game process. If you don't see the effects of Sider in the game, check the sider.log file (in the same folder where sider.exe is) - it should contain some helpful information on what went wrong. SETTINGS (SIDER.INI)
    --------------------
    There are several settings you can set in sider.ini:

    exe.name = "\PES2019.exe"
    - this sets the pattern(s) that the Sider program will use to identify which of the running processes is the game. You can have multiple "exe.name" lines in your sider.ini, which is useful, for example, if you have several exe files with slightly different names that you use for online/offline play.
    free.side.select = 1
    - enables free movement of controllers. Normally, it is only possible in Exhibition modes, but with this setting set to 1, you will be able to move the controllers in the competition modes too.
    The 1st controller can also be moved into the middle, disabling it effectively. Use this carefully in the matches: if you move 1st controller into the middle, make sure that you have at least one other controller on the left or on the right. Otherwise, you will lose the control of the match. (default is: 0 - free movement disabled)
    livecpk.enabled = 1
    - Turns on the LiveCPK functionality of Sider. See below for a more detailed explanation in cpk.root option section.
    debug = 0
    - Setting this to values > 0 will make Sider output some additional information into the log file (sider.log). This is useful primarily for troubleshooting. Extra logging may slow the game down, so normally you would want to keep this setting set to 0. (Defaults to 0: some info, but no extra output)
    close.on.exit = 0
    - If this setting is set to 1, then Sider will close itself, when the game exits. This can be handy, if you use a batch file to start sider automatically right before the game is launched. (Defaults to 0: do not close)
    start.minimized = 0
    - If you set this to 1, then Sider will start with a minimized window. Again, like the previous option, this setting can be helpful, if you use a batch file to auto-start sider, just before the game launches. (Defaults to 0: normal window)
    cpk.root = "c:\cpk-roots\balls-root"
    cpk.root = "c:\cpk-roots\kits-root"
    cpk.root = ".\another-root\stadiums"
    - Specifies root folder (or folders), where the game files are stored that will be used for content replacing at run-time. It works like this:
    For example, the game wants to load a file that is stored in some CPK, with the relative path of "common/render/thumbnail/ball/ball_001.dds". Sider will intercept that action and check if one of the root folders have this file. If so, Sider will make the game read the content from that file instead of using game's original content. If multiple roots are specified, then they are checked in order that they are listed in sider.ini. As soon as there is a filename match, the lookup stops. (So, higher root will win, if both of them have the same file). You can use either absolute paths or relative.
    Relative paths will be calculated relative to the folder where sider.exe is located.
    lua.enabled = 1
    - This turns on/off the scripting support. Extension modules can be written in Lua 5.1 (LuaJIT), using a subset of standard libraries and also objects and events provides by sider. See "scripting.txt" file for a programmer's guide to writing lua modules for sider.
    lua.module = "camera.lua"
    lua.module = "kitrewrite.lua"
    - Specifies the order in which the extension modules are loaded. These modules must be in "modules" folder inside the sider root directory.
    lua.gc.opt = "step"
    - This option allows to tweak Lua garbage collector (GC) behaviour. Two supported values are: "step" - for incremental collection, and "collect" - for full collection. Default is "step", and typically, you do not need to modify this, unless you see Lua memory errors in the log. In which case, try "collect".
    overlay.enabled = 1
    - This option enables an interactive overlay. The overlay can display text that is provided by Lua modules, with one module having control of the overlay at any given time. By pressing a hotkey (set by overlay.vkey.next-module option) the control of the overlay can be switched to the next module, and so on. The overlay is toggled on/off with another hotkey, set by overlay.vkey.toggle option. When the overlay is on, the key presses are passed on to the module that is currently in control of the overlay. The module can handle those key events in whatever way it needs to, or ignore them altogether. For more information, see scripting.txt
    overlay.on-from-start = 1
    - If set to 1, the overlay will appear as soon as possible, after the start of the game. (default is 0, meaning that overlay starts hidden, until toggled on)
    overlay.location = "bottom"
    - two possible locations: "top" and "bottom" of the screen
     
    overlay.font-size = 0
    overlay.font = "Lucida Console"
    - these two options control the font of overlay. Size 0 means that the font-size will be calculated automatically, based on height of the screen in pixels. Any TTF font installed on the system can be used, but monospaced fonts are recommended for easier formatting.
    overlay.vkey.toggle = 0x20
    overlay.vkey.next-module = 0x31
    - hot keys for toggling overlay on/off, and for switching control of the overlay among the modules. Values must be specified in hexadecimal format. The default ones are:
        0x20 [Space] - for toggle
        0x31 [1]     - for next-module
    Full list of codes for all keys can be found here:
    https://docs.microsoft.com/en-us/windows/desktop/inputdev/virtual-key-codes
    overlay.background-color = "102010c0"
    overlay.text-color = "80ff80c0"
    - colors are specified in RRGGBBAA format (similar to how it is done in HTML, except that you do not put '#' character in front)
    vkey.reload-1 = 0x10
    vkey.reload-2 = 0x52
    - These two settings define a hot-key combination that can be used to reload Lua modules, without restarting the game. This is not a feature that you would normally use during regular gameplay, but if you are
    writing a module, very often you need to make a small fix or change.
    Restarting the game every time can be time consuming, so this feature allows to reload all modules that were modified since the last time they were loaded. Default is: Shift-R  (0x10 and 0x52).
    game.priority.class = "above_normal"
    - This option allows to change the priority of the game process. Sometimes this is useful, and reportedly can help to combat FPS drops. Supported values are: "above_normal", "below_normal", "high", "idle", "normal" and "realtime".
    By default, the game sets its priority to "above_normal".
    CREDITS:
    --------
    Game research: nesa24, juce, digitalfoxx
    Programming: juce
    Alpha testing: zlac, nesa24, Chuny, Hawke, sonofsam69
    Blue Champions League ball: Hawke and digitalfoxx
    Sider uses the following 3rd-party software:
    1) LuaJIT by Mike Pall (doc/license-luajit.txt)
    2) Knuth-Morris-Pratt string matcher from Project Nayuki (doc/license-kmp.txt)
    3) FW1FontWrapper library by Erik Rufelt
  23. PES 2020 Gameplay Editor (PC)

    Here is a quick-release. (Includes fix for ball.o and ballPlayer.o preview 1% of the data)
    Supports 2019 and 2020.
    Loads of fixes as well. some data reading changes for 19. Future plans to support 2014-2017 (December)
    You can edit set-piece positions You can tweak camera settings You can also tweak the settings for Master league screenshot Due to some complaints of possibly misnamed variables, I have set cpulevel.o and subconcept.o to the default mode. If you don't like it open the file as a 2019 file. They are the same thing Finally wrote "pesSmart.o" it is ridiculous. Still working on a seamless single bin loading and editing BACK UP YOUR FILES

    How To use
    Open the CPk Select the Bin Select the .o (double click or right click) Make changes Save Tab (ctrl+s or close the tab and answer the prompt) Save the cpk or just save the currently selected bin Other Options
    Can Export the selected bin for sider (compressed/uncompressed). Can import an existing bin to replace the selected bin. Can export/import .o Whats next?
    Better Sider implementation. Tooltips with variable information Objects currently covered
    77/84 Objects I am skipping for now
    TutorialNone - no idea Combination - Combination play from pes 2014 TutorialSetting - no idea FeintCommand - Input for skill moves StudiumPositionData - Cinematic stuff MlScreenShot - BAL/Master League screen shot generator PesSmart - Gameplay tweaks for champions league matches Special Os
    Team_IDs, I did not include these in the count for Objects covered. I intend to allow editing of the manager logic for Attack/Defend mentality. Its a different type of o. Compressed xml (tinyxml) vs compressed json Sider workaround
    There is a problem with saving the cpk at the moment. Right now I am using sider to run the mod. I open a dummy dt18. import the bin file from sider root Make changes, save the bin (Not the CPK) and export the unzlib bin back to the sider root. To ensure you run into no errors work with on bin at a time. This will have to do until later this week (Mid to end of the week). Going forward I will look to make the sider integration more fluid 2019 still works perfectly Sorry for the inconvenience. Alternatively, you could export the bin and use your favourite importer
    PS if you see any funny numbers close without saving that file (send me a screenshot)
    Special thanks to @vettahead.
    by avok23.
  24. AFS Explorer

    This software allows managing the AFS files, which act as a container for multiple files (e.g. graphics, sounds, etc...) under its specific file-system structure.
    With AFSExplorer you can manage those files, replacing or editing them with AFSExplorer's built-in functions or via independent external plug-ins.
    There are plug-ins available for e.g. editing STR, SPF or ADX files. Plug-ins code is also available so anyone can customize them or even create their own plug-ins.
    Appart from these basic functions for handling AFS files, the application includes some non-AFS related extensions:
    - ZLIB-compressed files analysis and handling tool. You can (un)compress and (de)crypt files in the AFS. - Renderware graphics support (as those found e.g in Grand Thieft Auto or Winning Eleven/Pro Evolution Soccer series). You can insert/extract graphics into any supported file in the AFS. - SPF, ADX, CES and WAV sound player. You can play any sound file in the AFS. This application also allows the creation and usage of AFP patches, which contain file content targeted to be applied on AFS file and replace its files.
    These patches have a lesser dependence of AFS structure than PPF patches, having an optimal space usage, and thus are better suited to be used on AFS files.
    You have at your disposal many other functions such as file name edition, support to ISO CD/DVD images, etc...
    This application is designed to work under Win32 platforms, and has been tested to work under all avalaible 32-bit Windows OSs.
  25. Sider (PES 2020 PC)

    Sider 6 is a helper program for PES 2020 and PES 2020 demo.
    FEATURES
    time extender (match.minutes option) LiveCPK most of Lua scripting engine is supported (except for "kits"), including overlay camera module with Fanview camera controls and replays on/off switch. Thanks to @nesa24 for research! new event: "set_match_settings" - allows to enable extra time and penalties, and set difficulty to 6 (Legend?) INTRODUCTION
    The "LiveCPK" feature makes it possible to replace game content at run-time with content from files stored on disk, instead of having to pack everything into CPK-archives. (This feature is similar to Kitserver's AFS2FS and to FileLoader for earler versions of PES).
    HOW TO USE:
    Run sider.exe, it will open a small window, which you can minimize if you want, but do not close it.
    Run the game.
    Sider should automatically attach to the game process.
    If you don't see the effects of Sider in the game, check the sider.log file (in the same folder where sider.exe is) - it should contain some helpful information on what went wrong.
    SETTINGS (SIDER.INI)
    There are several settings you can set in sider.ini:

    exe.name = "\PES2020.exe"
    - this sets the pattern(s) that the Sider program will use to identify which of the running processes is the game.
    You can have multiple "exe.name" lines in your sider.ini, which is useful, for example, if you have several exe files with slightly different names that you use for online/offline play.

    livecpk.enabled = 1
    - Turns on the LiveCPK functionality of Sider. See below for a more detailed explanation in cpk.root option section.

    debug = 0
    - Setting this to values > 0 will make Sider output some additional information into the log file (sider.log). This is useful primarily for troubleshooting.
    Extra logging may slow the game down, so normally you would want to keep this setting set to 0. (Defaults to 0: some info, but no extra output)

    close.on.exit = 0
    - If this setting is set to 1, then Sider will close itself, when the game exits. This can be handy, if you use a batch file to start sider automatically right before the game is launched. (Defaults to 0: do not close)

    start.minimized = 0
    - If you set this to 1, then Sider will start with a minimized window.
    Again, like the previous option, this setting can be helpful, if you use a batch file to auto-start sider, just before the game launches. (Defaults to 0: normal window)

    cpk.root = "c:\cpk-roots\balls-root"
    cpk.root = "c:\cpk-roots\kits-root"
    cpk.root = ".\another-root\stadiums"
    - Specifies root folder (or folders), where the game files are stored that will be used for content replacing at run-time. It works like this:
    For example, the game wants to load a file that is stored in some CPK, with the relative path of "common/render/thumbnail/ball/ball_001.dds". Sider will intercept that action and check if one of the root folders have this file. If so, Sider will make the game read the content from that file instead of using game's original content. If multiple roots are specified, then they are checked in order that they are listed in sider.ini. As soon as there is a filename match, the lookup stops. (So, higher root will win, if both of them have the same file). You can use either absolute paths or relative.
    Relative paths will be calculated relative to the folder where sider.exe is located.

    game.priority.class = "above_normal"
    - This option allows to change the priority of the game process. Sometimes this is useful, and reportedly can help to combat FPS drops. Supported values are: "above_normal", "below_normal", "high", "idle", "normal" and "realtime".
    By default, the game sets its priority to "above_normal".
    CREDITS:
    --------
    Game research: nesa24, juce, digitalfoxx, zlac Programming: juce Testing: zlac, nesa24, Chuny, Hawke, sonofsam69, Cesc Fabregas Blue Champions League ball: Hawke and digitalfoxx Trophies: MJTS-140914 Sider uses the following 3rd-party software:
    LuaJIT by Mike Pall (doc/license-luajit.txt) Knuth-Morris-Pratt string matcher from Project Nayuki (doc/license-kmp.txt) FW1FontWrapper library by Erik Rufelt zlib by Jean-loup Gailly (compression) and Mark Adler (decompression). by juce.

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